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以人类弓箭手为例子:
打开X:\Kohan II Kings of War\Data\Units\Human\bowman.tgi(用笔记本方式打开)
看到
[Unit Template=K2HumanUnit]
{
IDS = bowman
name = "#bowman_name"
[View]
{
resource_prefix = Bowman/bowman
[AspectNormal]
skin = %sbase.dds
[WhenCreated Template=FXC_Equipment]
action = UNHIDE
location = LHAND
equipment_type_ids = bow
[WhenCreated Template=FXC_Equipment]
action = HIDE
location = rhand
equipment_type_ids = sword
[WhenCreated Template=FXC_Equipment]
action = HIDE
location = rhand
equipment_type_ids = arrow
}
[BodyComponent]
health = 180(生命值)
defense = 2(防御)
[CharacterComponent]
{
[Animation Template=MoveAnimation]
IDS = walk
walk_distance = 1.5
[Animation Template=MoveAnimation]
IDS = jog
walk_distance = 2.5
[Animation Template=IdleAnimation]
IDS = idle
[Animation Template=MeleeIdleAnimation]
{
IDS = idlemelee
[WhenStart Template=FXC_Equipment]
action = UNHIDE
location = rhand
equipment_type_ids = sword
[WhenEnd Template=FXC_Equipment]
action = HIDE
location = rhand
equipment_type_ids = Sword
}
[Animation Template=RangedIdleAnimation]
IDS = idlerange
length = 2
[Animation Template=FidgetAnimation]
IDS = fidget1
[Animation Template=FidgetAnimation]
IDS = fidget2
[Animation Template=DieAnimation]
{
IDS = die1
[WhenStart template=FXC_PlaySFX]
audio_ids = bowman_death
}
[Animation Template=DieAnimation]
{
IDS = die2
[WhenStart template=FXC_PlaySFX]
audio_ids = bowman_death
}
[Animation Template=MeleeAttackAnimation]
{
IDS = melee1
key_ratio = 0.6
[WhenStart Template=FXC_Equipment]
action = UNHIDE
location = rhand
equipment_type_ids = sword
[WhenEnd Template=FXC_Equipment]
action = HIDE
location = rhand
equipment_type_ids = sword
}
[Animation Template=RangedAttackAnimation]
{
IDS = range
key_ratio = 0.7
[WhenDoAtTime Template=FXC_Equipment]
time = 0.3
action = UNHIDE
location = rhand
equipment_type_ids = arrow
[WhenDoAtTime Template=FXC_Equipment]
time = 1.05
action = HIDE
location = rhand
equipment_type_ids = arrow
[WhenEnd Template=FXC_Equipment]
action = HIDE
location = rhand
equipment_type_ids = arrow
}
[Animation Template=VolleyAnimation]
IDS = volley
}
[EconomyComponent]
{
[Cost](建造所需要资源)
gold = 12(金币12)
[Upkeep]维持资源(注意这里把Upkeep改为Production将成为持续增加资源)
wood = 1.5木头1.5
}
[ElementComponent]
morale_value = 9(士气)
required_structures = human_woodmill建造要求,木厂
denizen_type = denizen_type_ranged
[MoverComponent]
{
speed_max = 2.5速度
[TrackInfo Template=K2TracksBipedRight]
[TrackInfo Template=K2TracksBipedLeft]
}
[PerformerComponent]
{
[Ability Template=K2MeleeLocal]
{
[AbilityDefinition Template=K2MeleeAttack]
{
name = "#bowman_AbilityDefinition_name"
[Effect Template=MainDamageEffect]
damage_type_IDS = melee
amount = 14----------伤害
[WhenDo template=FXC_PlaySFX]
audio_ids = metal_swing1
}
}
[Ability Template=K2RangedLocal](注意这里的我还没有搞懂,好像是武器升级后的属性)
{
spawn_position = 0,-0.5,1.45
[AbilityDefinition Template=K2RangedAttack]
{
projectile_IDS = arrow
name = "#bowman_AbilityDefinition_name_2"
range = 16距离
[Effect Template=MainDamageEffect]
damage_type_IDS = ranged
amount = 20伤害
[WhenDo template=FXC_PlaySFX]
audio_ids = bow
}
}
[Ability Template=K2BombardLocal](同上)
{
spawn_position = 0,-0.5,1.45
[AbilityDefinition Template=K2BombardAttack]
{
projectile_IDS = arrow
name = "#bowman_AbilityDefinition_name_3"
range = 28
[Effect Template=MainDamageEffect]
damage_type_IDS = ranged
amount = 20
[WhenDo template=FXC_PlaySFX]
audio_ids = bow
}
}
[Ability template=K2Volley]
ability_IDS = volley
}
[PropertiesComponent]重点 单位特性
{
[Property]
property_IDS = race_human
[Property]
property_IDS = front
[Property]
property_IDS = flank
[Property]
property_IDS = ranged
[Property]
property_IDS = role_archer
}
}
captain 队长 首领
front 前锋
flank 中军
support 后卫
上面的这四个,指的是游戏里自定义兵种时有的兵只有支援不能在中锋里添加。你想改那个人,打开文件在特性里添加就行了。
经测试人族,突袭者添加特性后,前锋还是不能添加。原因还未知。
race_kohan 可汗皇族20%斗气,魔法,抵抗。疾病免疫
race_shadow 魔族20%攻城武器抵抗,减少20%斗气伤害。毒素免疫
race_slaanri 斯兰族20%火焰抵抗。毒素免疫
race_gauri 矮人族20%魔法抵抗
race_undead 不死族20%远程抵抗,减少20%魔法抵抗。疾病,毒素免疫
race_elemental 元素族20%近战,魔法抵抗。40%远程抵抗。疾病,毒素免疫
race_human ?
race_drauga ?
race_haroun ?
spellcaster ?
monstrous 怪物 20%近战抵抗,60%远程抵抗
enchantment_immunity 免疫所有附加伤害
fireproof 耐火的 40%火焰抵抗。火焰免疫
spectral 幽灵的 40%近战,远程,攻城武器抵抗
aura_of_fear 恐惧光环3防御力
swift 敏捷40%攻城武器抵抗
unstoppable 不可停止的 物理附加伤害免疫
armored 护甲 20%近战远程抵抗
shields 护盾 5%远程抵抗
agile 灵活 20%攻城武器抵抗
trailblazing 追踪刃 视野范围3
role_healer 医疗者
role_assault 重火力支援
role_summoner 召唤师
role_cavalry 骑兵
role_scout 斥候
role_tech ?
role_siege 攻城兵
role_archer 射手
ranged ?
melee ?
mystic_immunity 魔法附加伤害免疫
好像还有几个特性,没有搞。
添加方法:比如你建造一队全弓箭手
[Property]
property_IDS = captain
[Property]
property_IDS = front
[Property]
property_IDS = flank
[Property]
property_IDS = support
关闭,保存即可。
人类单位
units
bowman.tgi 弓箭手
captain.tgi 人类队长
catapult.tgi 投石车
cleric.tgi 牧师
dragoon.tgi 重骑兵
engineer.tgi 工程师
lancer.tgi 枪骑兵
pikeman.tgi 长枪兵
pioneer.tgi 拓荒者
ranger.tgi 突袭者
sorceress.tgi 女巫
swordsman.tgi 剑士
warmage.tgi 战法师
其他几个种族的单位没有仔细查,要改自己在游戏里查看相关属性,在打开文件比对,很容易查出来.
Shadow魔族
Drauga兽族
Gauri矮人族
Human人类
Undead亡死族
haroun精灵族
建筑物修改:
人类村庄:
[Thing Template=K2HumanCenter]
{
IDS = human_center_village
name = "#human_center_village_name"
name_list_ids = namelist_human_settlement
[RandomActor]
random_actor_ids = random_settlement_village
weight = 0.8
[View]
resource_prefix = humanCenter/humancentervillage
[BodyComponent]
health = 1300生命值
[ConstructionComponent]
{
[Upgrade]
ids = human_center_town可以升级到城镇
}
[DenizenComponent]驻扎单位
{
[Organization]
organization_ids = workers_human
behavior = WORKER工人
[Organization]
organization_ids = militia_bowman
behavior = MILITIA_OFFENSIVE弓箭手
[Organization]
organization_ids = militia_pikeman
behavior = MILITIA_DEFENSIVE枪兵
[Inventory]
actor_ids = worker工人
count = 4驻扎个数
[Inventory]
actor_ids = bowman弓箭手
count = 6驻扎个数
[Inventory]
actor_ids = pikeman枪兵
count = 6驻扎个数
}
[DetectionComponent]
detection_range = 40
[EconomyComponent]
{
[Cost]建造所需费用
gold = 100金币100
[Production]增加资源(注意1)
gold = 18金币18(注意2)
unit_limit_provided = 2军事人口2
}
[SupplyComponent]
supply_range = 40
}
注意1
Production 增加资源
Upkeep 消耗资源
注意2
gold 金钱
stone 石头
wood 木头
iron 铁矿
mana 魔晶
unit_limit_provided 军事人口
只查找了人类的建筑物
城市内建筑物
Structures修改时的文件夹
haroun_center_village.tgi 中心村庄1
haroun_center_town.tgi中心城镇2
haroun_center_city.tgi 中心城市3
haroun_center_citadel.tgi 中心城堡4
haroun_library.tgi 图书馆1
haroun_magecollege.tgi魔法学院2
haroun_quarry.tgi 精灵采石场1
haroun_miningpost.tgi 精灵石工厂2
haroun_stoneconvert.tgi 精灵石魔转换场2
haroun_woodmill.tgi 精灵伐木场1
haroun_sawmill.tgi 精灵锯木厂2
haroun_woodconvert.tgi精灵木魔转换场2
haroun_blacksmith.tgi 铁匠铺1
haroun_foundry.tgi 铸造厂2
haroun_ironconvert.tgi 精灵铁魔转换场2
haroun_market.tgi 市场1
haroun_workshop.tgi 精灵作坊2
haroun_barracks.tgi 兵营
haroun_shrine.tgi 精灵圣坛1
haroun_temple.tgi 月神殿2
城市外建筑物
buildings文件夹
haroun_mine_gold.tgi 小型金矿
haroun_mine_gold_upgrade.tgi 大型金矿
haroun_mine_iron.tgi 小型铁矿
haroun_mine_iron_upgrade.tgi 大型铁矿
haroun_mine_mana.tgi 小型魔晶
haroun_mine_mana_upgrade.tgi 大型魔晶
haroun_mine_stone.tgi 小型石头
haroun_mine_stone_upgrade.tgi 大型石头
haroun_mine_wood.tgi 小型木头
haroun_mine_wood_upgrade.tgi 大型木头
haroun_outpost.tgi 前哨1
haroun_fort.tgi 要塞2
后面的数字代表这个建筑物的升级建筑.
PS:这几天没事玩了玩这个游戏,感觉还不错的游戏。
关于如何把Data.rwd解压出来,我已经放了工具了。 |
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